#rnx
[at]maxime.mercier
#rb guillaume.guay
#ROBOMERGE-SOURCE: CL 7289773 via CL 7306493
#ROBOMERGE-BOT: (v370-7290619)
[CL 7306546 by yoan stamant in Main branch]
Notable changes:
- Added FNavigationOctreeController that wraps up what used to be NavigationSystemV1's navoctree-related logic
- Added FNavigationDirtyAreasController that wraps up what used to be NavigationSystemV1's DirtyAreas-related logic
- Added FNavigationDataHandler that is a helper struct that wraps up what used to be NavigationSystemV1's logic related to operation involving both navoctree and dirty areas
- Deprecated both FNavDataConfig.NavigationDataClass and FNavDataConfig.NavigationDataClassName and replaced them with a single NavDataClass property
- FNavigationOctree is not responsible for hashing element objects and storing their ElementId
- NavOctree elements how know about the octree they belong to (via a member property).
[at]Yoan.StAmant, [at]Maxime.Mercier, [at]Guillaume.Guay
#rb Yoan.StAmant
#ROBOMERGE-OWNER: mieszko.zielinski
#ROBOMERGE-AUTHOR: mieszko.zielinski
#ROBOMERGE-SOURCE: CL 7249089 via CL 7262555
#ROBOMERGE-BOT: (v369-7254125)
[CL 7262559 by mieszko zielinski in Main branch]
[REVIEW] [at]Josh.May, [at]Maxime.Mercier, [at]Tim.Tillotson, [at]Yoan.StAmant
[FYI] [at]Mieszko.Zielinski
#ROBOMERGE-SOURCE: CL 6868479 via CL 6868482 via CL 6868488 via CL 6868976 via CL 6870366
#ROBOMERGE-BOT: (v366-6836689)
[CL 6870484 by christopher moritz in Main branch]
It wasn't virtual pre-4.23 and was added to accomodate on of the internal project's requirements. I've refactored the project-specific code to not need it.
This change is required in support of the soon-to-come navigation system refactor/extension.
#jira none
#review-6618928 @Yoan.StAmant
#rb Yoan.StAmant
[CL 6628443 by Mieszko Zielinski in Dev-Framework branch]
Removed UNavigationSystemV1::ConditionalPopulateNavOctreeActor has been added to allow one of the internal project filter out some actors being added to nav octree. I'm removing this function before it ships with 4.23. I've replaced the function with UNavigationSystemV1::AddLevelToOctree that gets called in the same circumstances but a bit "higher level" - it's operating on the whole ULevel rather than individual actors, which ends up being more efficient.
#rb none
#jira none
[CL 6604304 by Mieszko Zielinski in Dev-Framework branch]
I was able to fix a NavigationSystemBase case because it only needed a soft ref, but the Pawn needs a hard ref to AIController so AIController must be loaded before Pawn's CDO gets initialized
The AISupportModule now has a hard reference to an AI module symbol, this causes that module to get loaded very early, but the StarutpModule happens at the same time it used to, fairly late in startup
#codereview mieszko.zielinski
#rb gil.gribb
[CL 6317743 by Ben Zeigler in Dev-Framework branch]
Added an additional condition to FNavigationSystem::ShouldLoadNavigationOnClient to avoid triggering a casting ensure #UE4
#rb James.Golding
#jira UE-66342
[CL 4578889 by Mieszko Zielinski in Dev-Framework branch]
Most of them related to recent nav sys refactor, but some are just old todos. Changes include:
- plugged in navmesh vislogging
- implemented querying and stopping movement from the engine code (via FNavigationSystem's binds)
- fixed UNavigationSystemV1::ConfigureAsStatic
- implemented NavigationSystem's own nav config class (with additional options available)
Also added some helpful comments in couple of places.
#rb none
[CL 4112787 by Mieszko Zielinski in Dev-Framework branch]